Hard Light Productions Forums

Hosted Projects - FS2 Required => Blue Planet => Topic started by: General Battuta on November 03, 2015, 04:02:46 pm

Title: RELEASE — Blue Planet
Post by: General Battuta on November 03, 2015, 04:02:46 pm
(http://blueplanet.hard-light.net/bpheader.jpg)

B L U E  P L A N E T

From our odyssey into Hell, we have returned with a gift: the Ancient technology to build a portal between Delta Serpentis and Sol.

To restore the link to our blue planet.

To return home after all these years.



Fifty years ago, the Shivans devastated our worlds and cut us off from Earth. Eighteen years ago we struck back, and met disaster. Our economy in shambles, our people ready to revolt, we once again find ourselves on the edge of extinction.

Now we look homeward. The GTVA 14th Battlegroup will spearhead the effort to re-establish contact with Earth.

The FreeSpace story continues. Join us.

(https://fsnebula.org/static/kn_download.png) (https://fsnebula.org/mod/blueplanetcomplete)

(http://blueplanet.hard-light.net/sidebar1.jpg)

(http://blueplanet.hard-light.net/sidebar6.jpg)

  • STORYTELLING

    Experience the saga. Follow the clues. To find the truth you'll need to master military theory, cosmology, and the art of killing. All you risk losing are your friends, your loved ones, your sanity, your free will, and any hope for the future of intelligent life.

  • GAMEPLAY

    You can't go back. Face down ruthless, intelligent Fury AI. Fight alongside — and against — devastating warships that finally behave like titans with thousands of people aboard. Fly capital ships, command entire fleet battles, win the trust and love of your comrades, and confront a fate worse than death in the spaces of your own mind.

  • ART

    Starring fleets of next-generation warships, painstakingly balanced weapons and fighters built on cutting-edge mechanics, and a professional voice cast backed by our own community's talented and enthusiastic amateurs!

  • COMMUNITY

    Get involved! At the heart of Blue Planet is the internet's most active, intellectually challenging FreeSpace discussion. Raise theories, debate tactics, interact with the game universe, and help shape future installments. Discover other amazing campaigns. You'll make everything better. Never stop posting!




(http://blueplanet.hard-light.net/sidebar3.jpg)

(http://blueplanet.hard-light.net/sidebar4.jpg)


WHAT'S INSIDE

  • More than fifty missions. Hours of music and voice acting. A story that was named 'the best military science fiction of the year' in 2014. This is the world of Blue Planet.

  • Age of Aquarius. Begin the story with 2007's smash hit, fully voice acted and lovingly retuned. Join the 14th Battlegroup on a desperate flight through a nightmare of burnt rock, cold fire, and horrifying visions. Give up your humanity to save everything you love. Keep an eye out for new story content, hidden secrets, rebalanced weapons, and hints of what's to come!

  • War in Heaven: Part 1. The war will change you forever. Bloody yourself in a dark, militant psychological drama. Fly some of the most beloved missions ever made, from social battles to epic fleet fights. Now fully voice acted by a professional cast, rebalanced, rebuilt, and packed with new content!

  • War in Heaven: Part 2. Push yourself to the limits of morality to discover the truth. Take on strange and dizzying new missions alongside the elite of the elite. Hang out with your comrades and prep for the next mission in the Dreamscape, now featuring integrated training. Expanded, revamped, rewritten, and ready to hunt.

  • FreeSpace Blue: Replay the classic FreeSpace 2 campaign with retuned weapon balance and enhanced missions. Join us in identifying tweaks and changes we can make.




TECHNICAL DETAILS AND TROUBLESHOOTING

We owe this community an enormous debt, and we are tremendously grateful to all of you for your help, support, and advice. Blue Planet is a labor of love, and we hope that you enjoy playing it as much as we've enjoyed building it. We owe special thanks to our fellow modders and to the Source Code Project and FreeSpace Upgrade Project teams for their patience and generosity.

I get really bad performance! How can I make the game smoother?

Disable shadows in the launcher's graphics settings. If that doesn't work, turn off deferred lighting too.

The voices are too loud/quiet

Adjust your audio settings by pressing F2.

I want to talk about Blue Planet!

Join us in the forum discussion (http://www.hard-light.net/forums/index.php?topic=70746.0)!
Title: Re: RELEASE — Blue Planet
Post by: General Battuta on November 03, 2015, 04:03:08 pm
Installing Blue Planet

(https://fsnebula.org/static/kn_download.png) (https://fsnebula.org/mod/blueplanetcomplete)
Go to the 'explore' tab and locate Blue Planet. Install, launch the game, and have fun!
Title: Re: RELEASE — Blue Planet
Post by: General Battuta on November 04, 2015, 06:56:28 am
This space intentionally left blank!
Title: Re: RELEASE — Blue Planet
Post by: vmiess on March 22, 2016, 11:58:21 am
Where is Act 3 in WIH ?
I have reinstalled everyting but there is still Act 1- Act 2
Title: Re: RELEASE — Blue Planet
Post by: rance on March 22, 2016, 12:17:25 pm
Ok so in your Campaign Select screen there should be 2 WiH Campaigns, that is all there is currently.
Title: Re: RELEASE — Blue Planet
Post by: Phantom Hoover on March 22, 2016, 01:16:57 pm
Yeah, it sounds like you're getting confused by the labelling. "War In Heaven 1" is acts 1 and 2. "War in Heaven 2" is act 3.
Title: Re: RELEASE — Blue Planet
Post by: jedi19941 on June 10, 2016, 02:18:21 am
Don't know where else i can ask, but will this BP cockpit mod (http://www.hard-light.net/forums/index.php?topic=71151.120) work with the re-release?
Nvm. It works flawlessly.
But I get this error at the end of WiH1 and upon starting WiH2
Source:      (null)
Short source:   
Current line:   0
- Function line:   0
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
   [C]: ?
   [string "bp2-betty-sct.tbm - On State Start"]:6: in function 'initbetty'
   [string "bp2-betty-sct.tbm - On Frame"]:6: in main chunk
   [C]: in function 'ParseCSVLine'
   [string "journal-sct.tbm - On Game Init"]:211: in function 'ApplySaveData'
   [string "journal-sct.tbm - On Game Init"]:719: in function 'jsv'
   [string "?"]:1: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------
Could not find index 'Player' in type 'HookVariables'

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
Name:      (null)
Name of:   (null)
Function type:   (null)
Defined on:   0
Upvalues:   0

Source:      (null)
Short source:   
Current line:   0
- Function line:   0
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
   [C]: ?
   [string "bp2-betty-sct.tbm - On State Start"]:5: in function 'initbetty'
   [string "bp2-betty-sct.tbm - On Frame"]:6: in main chunk
   [C]: in function 'ParseCSVLine'
   [string "journal-sct.tbm - On Game Init"]:211: in function 'ApplySaveData'
   [string "journal-sct.tbm - On Game Init"]:719: in function 'jsv'
   [string "?"]:1: in main chunk
------------------------------------------------------------------

1: Userdata [HookVariables]
2: String [Player]
------------------------------------------------------------------
Any help?
Title: Re: RELEASE — Blue Planet
Post by: General Battuta on June 11, 2016, 11:01:36 pm
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: RELEASE — Blue Planet
Post by: jedi19941 on June 12, 2016, 04:45:18 am
Here's the log file. I'm using 3.7.4 RC2 build because the build you recommended gave me 404
Starting WiH2, the game freezes and stops responding.


[attachment DELETED!! by Strong Bad]
Title: Re: RELEASE — Blue Planet
Post by: AdmiralRalwood on June 13, 2016, 02:25:34 am
Starting WiH2, the game freezes and stops responding.
Actually, it's just loading the intro cutscene; FSO stops responding to the operating system during that time, so sending an event (e.g. by clicking the mouse while it's loading) will cause Windows to become convinced it's crashed (because it doesn't immediately respond to the event).

This problem should hopefully be fixed in 3.8, but in the meantime, just leave your computer alone next time you try to start the campaign so it can finish loading (it takes about half a minute on my system, and a lot longer with a Debug build).
Title: Re: RELEASE — Blue Planet
Post by: m!m on June 13, 2016, 03:05:02 am
Does it freeze right at the start (immediately after starting FSO in the launcher) or when you start a mission? If it's immediately at the start then FSO shouldn't freeze but at mission start the issue described by AdmiralRalwood could happen. Your log shows that a mission is being loaded so I guess the second possibility is what happens in which case it's more or less "expected".
Title: Re: RELEASE — Blue Planet
Post by: exb on August 19, 2016, 03:36:38 am
fyi, there is no bitmap in any of the manual download files.
Title: Re: RELEASE — Blue Planet
Post by: CecilNecros on September 16, 2016, 07:50:17 pm
So, I have really been enjoying the amazing campaigns Blue Planet has to offer, but upon getting to War in Heaven, Part 2, I was surprised to find a lack of voice acting. All characters speak through a hideous text to speech system. I installed the mod through the freespace open installer. Should I try reinstalling it manually, or is there no voice acting for part 2 of War in Heaven?
Title: Re: RELEASE — Blue Planet
Post by: Aesaar on September 16, 2016, 08:43:57 pm
Part 2 has no VA, no.  You can deactivate the text-to-speech in the launcher.  TBH, that thing should really be off by default.
Title: Re: RELEASE — Blue Planet
Post by: AdmiralRalwood on September 16, 2016, 10:03:15 pm
Part 2 has no VA, no.  You can deactivate the text-to-speech in the launcher.  TBH, that thing should really be off by default.
It is off by default. (https://github.com/scp-fs2open/wxLauncher/blob/46413cfbd89e1fb18dd113b12495229b1ab8163b/code/global/BasicDefaults.cpp#L40-L43)
Title: Re: RELEASE — Blue Planet
Post by: Aesaar on September 16, 2016, 10:04:54 pm
Huh.  Ok then.
Title: Re: RELEASE — Blue Planet
Post by: CecilNecros on September 17, 2016, 07:20:52 am
So, is there no hope for there being a voice acting in the future? I absolutely loved the VA for both War in Heaven 1 and Age of Aquarius, and I doubt I'd be as immersed in the final chapter of the trilogy without it.
Title: Re: RELEASE — Blue Planet
Post by: FrikgFeek on September 17, 2016, 07:50:14 am
WiH part 2 isn't really the final part of the trilogy and it's unlikely to get voice acted any time soon. Maybe in like 5 years or something, but I wouldn't hold my breath.
Title: Re: RELEASE — Blue Planet
Post by: LaineyBugsDaddy on September 20, 2016, 05:45:59 pm
Yeah, WiH Pt. 2 is only the second half of part 2.
Title: Re: RELEASE — Blue Planet
Post by: AdmiralRalwood on September 20, 2016, 06:01:34 pm
Yeah, WiH Pt. 2 is only the second half of part 2.
...No, it's the 3rd act out of 5.
Title: Re: RELEASE — Blue Planet
Post by: LaineyBugsDaddy on September 20, 2016, 09:03:44 pm
To quote MacGuyver, "Oops."
Title: Re: RELEASE — Blue Planet
Post by: Luis Dias on September 21, 2016, 03:57:58 am
That's why it's called part 2! Come on it's obvious from the title alone, and the writer being Douglas Adams.
Title: Re: RELEASE — Blue Planet
Post by: mjn.mixael on September 25, 2016, 02:18:39 pm
FYI, the bpcomplete option in the installer does not install the mod image referenced in the mod.ini!
Title: Re: RELEASE — Blue Planet
Post by: Darius on September 25, 2016, 08:30:13 pm
Thanks, that should be fixed now.
Title: Re: RELEASE — Blue Planet
Post by: BigJerk on October 14, 2016, 06:37:52 am
So the way I understand it, WiH 1 and 2 are only the first two parts of the full series.  Considering the ending of Act 5 (or lack thereof, if you take my meaning), am I correct in assuming there's another campaign still waiting to be released that will continue/finish the War in Heaven campaign series?  I would hate to see it scrapped completely; the entire Blue Planet storyline, from AoA to WiH 2 are truly my favorite campaigns, even over the original fs2 campaigns.  The storytelling is some of the best I've seen, even over professional game developer storytelling.  So is there more to come, or am I holding my breath indefinitely?
Title: Re: RELEASE — Blue Planet
Post by: Luis Dias on October 14, 2016, 06:55:54 am
The campaign is still being worked on AFAIK, but given how it's not a professional setup, years can fly by without any new release. It's all being done out of love and personal dedication from volunteers. Personally I'm optimistic enough to hope to play the remaining War in Heaven campaign before 2020 comes along!
Title: Re: RELEASE — Blue Planet
Post by: General Battuta on October 14, 2016, 04:45:06 pm
Things are very slow right now because I gotta make my next book. But you never know when somebody will go nuts and crunch out a few missions in a couple months!

One way or another, the story will be finished. (The Granite Hunter forum game helped get some interesting story material out into the open.)
Title: Re: RELEASE — Blue Planet
Post by: BigJerk on October 20, 2016, 02:59:21 pm
You just made my day, General Battuta.  I understand (or perhaps I don't, but I have a general idea) of the immense amount of work you and the Blue Planet team put into this, and I will gladly wait ten years for a new campaign.  I just hadn't heard any word whatsoever regarding its continuation, so I was getting worried.  On an entirely different topic, has your post count exceeded your IQ yet?   :p
Title: Re: RELEASE — Blue Planet
Post by: LazPL on November 04, 2016, 11:10:50 am
Hello! I just played the latest BP, downloaded with the installer. But in the first mission of act III, having just destroyed the "unknown alien" fighters, the game crashed and gave me the below output. Any idea what this can be & how to fix it? Attaching the BP log as well.
Thanks!!

ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_4_SSE2.exe! SCP_DumpStack + 213 bytes
fs2_open_3_7_4_SSE2.exe! ReleaseWarning + 318 bytes
fs2_open_3_7_4_SSE2.exe! sexp_debug + 220 bytes
fs2_open_3_7_4_SSE2.exe! eval_sexp + 5719 bytes
fs2_open_3_7_4_SSE2.exe! eval_when_do_one_exp + 267 bytes
fs2_open_3_7_4_SSE2.exe! eval_when + 475 bytes
fs2_open_3_7_4_SSE2.exe! eval_sexp + 930 bytes
fs2_open_3_7_4_SSE2.exe! mission_process_event + 297 bytes
fs2_open_3_7_4_SSE2.exe! mission_eval_goals + 268 bytes
fs2_open_3_7_4_SSE2.exe! game_simulation_frame + 739 bytes
fs2_open_3_7_4_SSE2.exe! game_frame + 302 bytes
fs2_open_3_7_4_SSE2.exe! game_do_frame + 397 bytes
fs2_open_3_7_4_SSE2.exe! gameseq_process_events + 199 bytes
fs2_open_3_7_4_SSE2.exe! game_main + 522 bytes
fs2_open_3_7_4_SSE2.exe! WinMain + 222 bytes
fs2_open_3_7_4_SSE2.exe! __scrt_common_main_seh + 253 bytes
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSubscribeWnfStateChangeNotification + 1081 bytes
ntdll.dll! RtlSubscribeWnfStateChangeNotification + 1028 bytes


[attachment deleted by admin]
Title: Re: RELEASE — Blue Planet
Post by: tomimaki on November 04, 2016, 02:05:14 pm
Don't destroy them ;)
Title: Re: RELEASE — Blue Planet
Post by: Mito [PL] on November 04, 2016, 02:11:26 pm
Wait. No window with a fancy text on it after the crash? :P
Title: Re: RELEASE — Blue Planet
Post by: FrikgFeek on November 04, 2016, 02:16:28 pm
Read the assertion maybe?
Title: Re: RELEASE — Blue Planet
Post by: LazPL on November 05, 2016, 06:11:40 am
Wait. No window with a fancy text on it after the crash? :P

Yes, that's  pasted into my post...
Title: Re: RELEASE — Blue Planet
Post by: Mito [PL] on November 05, 2016, 07:22:32 am
I am pretty sure this is the mission called First Contact.

Now that's how you bork First Contact:
Spoiler:
Among the ways and the walls there was a path of fire. But that path has gone out. This is known to us by the faculty that is ours alone, the forbidden sight, that which in its totality devoured the silver panontos but which in fraction grants us our sight.

This is wrong. This is not as it should be. It shall be corrected.


ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_3_SSE_20151121_71cf169.exe! <no symbol>
fs2_open_3_7_3_SSE_20151121_71cf169.exe! <no symbol>
fs2_open_3_7_3_SSE_20151121_71cf169.exe! <no symbol>

At least, that's what happened for me when I killed the two unknown fighters  :rolleyes:
Title: Re: RELEASE — Blue Planet
Post by: The E on November 05, 2016, 07:29:49 am
LazPL: Welcome to BP, where we will crash the game when you do something you really shouldn't. That crash is entirely intentional :P
Title: Re: RELEASE — Blue Planet
Post by: General Battuta on November 05, 2016, 10:42:56 am
If you can't see the message from the aliens when the crash pops up, though, that's a bug!
Title: Re: RELEASE — Blue Planet
Post by: LazPL on November 05, 2016, 05:57:41 pm
If you can't see the message from the aliens when the crash pops up, though, that's a bug!

I'll replay it and see what gives! Thanks!
Title: Re: RELEASE — Blue Planet
Post by: Zweistein000 on November 19, 2016, 07:28:51 pm
It's been years since I properly checked this, so please bear with me. Lest time I lpayed this War in heaven hadn't even begun asking for voice actors.

War in Heaven parts 1 and 2 represent the full 5 acts of war in heaven or 3 out of 5 acts with the remaining 2 still needing to be written?

Title: Re: RELEASE — Blue Planet
Post by: Aesaar on November 19, 2016, 10:22:23 pm
3 out of 5 acts have been released.  Only the first two have voice acting.
Title: Re: RELEASE — Blue Planet
Post by: Snarks on December 29, 2016, 10:25:30 am
Two small comments with minor spoilers:
Spoiler:
Can Levi die consistently? The scene is so much more epic when he loses his ****, but it doesn't seem like this happens every playthrough. Can the space suit's helmet be darkened/blacked out? The low poly face inside of it looks really out of place compared with how nice the rest of the game looks. It kinda ruins the mood in that one particular scene.
Title: Re: RELEASE — Blue Planet
Post by: herkie423 on May 11, 2017, 05:40:17 am
Hello guys 

Just a tiny hiccup. There are no radar icons yet. Just green lines. So I made a radar-shp.tbm file for this. I did the same for my downloaded Shadow Genesis.
Title: Re: RELEASE — Blue Planet
Post by: wistler on October 13, 2017, 10:53:34 am
Hi

I'm trying to reinstall BP but whenever I start the game I'm getting 'error!' messages. Whats the best build to play BP with, because I'm not having any luck with 3.6.17 (BP) 3.7.4 or 3.8.0

Thanks!
Title: Re: RELEASE — Blue Planet
Post by: General Battuta on October 13, 2017, 11:44:01 am
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: RELEASE — Blue Planet
Post by: wistler on October 14, 2017, 10:08:01 am
Here you go. Let me know if you need anything else.
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.7.4.20160704
Passed cmdline options:
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -enable_shadows
  -mod blueplanet2,blueplanet,mediavps_2014
Building file index...
Found root pack 'C:\Games\Freespace 2\blueplanet2\adv-bp2.vp' with a checksum of 0x4d6319c8
Found root pack 'C:\Games\Freespace 2\blueplanet2\bp2-audio1.vp' with a checksum of 0x4f978a6b
Found root pack 'C:\Games\Freespace 2\blueplanet2\bp2-core.vp' with a checksum of 0x64e738b9
Found root pack 'C:\Games\Freespace 2\blueplanet2\bp2-visuals1.vp' with a checksum of 0xbaa4dbd6
Found root pack 'C:\Games\Freespace 2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x9689af32
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\blueplanet2\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\blueplanet2\adv-bp2.vp' ... 33 files
Searching root pack 'C:\Games\Freespace 2\blueplanet2\bp2-audio1.vp' ... 243 files
Searching root pack 'C:\Games\Freespace 2\blueplanet2\bp2-core.vp' ... 92 files
Searching root pack 'C:\Games\Freespace 2\blueplanet2\bp2-visuals1.vp' ... 682 files
Searching root pack 'C:\Games\Freespace 2\blueplanet2\bp2-visuals2.vp' ... 2480 files
Searching root 'C:\Games\Freespace 2\blueplanet\' ... 0 files
Searching root 'C:\Games\Freespace 2\mediavps_2014\' ... 1 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\Freespace 2\mediavps_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\Freespace 2\' ... 15 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 27 roots and 19001 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".
You are not using OpenAL Soft. Disabling enhanced sound.

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Speakers (Realtek High Definition Audio)
  Capture device: <not available>
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1280x960 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 960/PCIe/SSE2
  OpenGL Version   : 4.5.0 NVIDIA 385.41

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Using extension "GL_EXT_framebuffer_blit".
  Using extension "GL_EXT_geometry_shader4".
  Using extension "GL_EXT_texture_array".
  Using extension "GL_ARB_uniform_buffer_object".
  Found extension "GL_EXT_transform_feedback", but can't find the required function "glBeginTransformFeedbackEXT()".  Extension will be disabled!
  Using extension "GL_ARB_draw_instanced".
  Using extension "GL_ARB_texture_buffer_object".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
Shader Variant Features:
Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
   Loading built-in default shader for: effect-screen-g.sdr
Shader Variant Features:
Geometry shader point-based particles
Compiling new shader:
Distortion Effects
   Loading built-in default shader for: effect-distort-v.sdr
   Loading built-in default shader for: effect-distort-f.sdr
Shader Variant Features:
Compiling new shader:
Deferred Lighting
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr
Shader Variant Features:
Compiling new shader:
Clear Deferred Lighting Buffer
   Loading built-in default shader for: deferred-clear-v.sdr
   Loading built-in default shader for: deferred-clear-f.sdr
Shader Variant Features:

Compiling new shader:
Post Processing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
Shader Variant Features:
Compiling new shader:
Bloom Brightpass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
Shader Variant Features:
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
Shader Variant Features:
Horizontal blur pass
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
Shader Variant Features:
Vertical blur pass
Compiling new shader:
FXAA
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
Shader Variant Features:
Compiling new shader:
FXAA Prepass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
Shader Variant Features:
  Max texture units: 4 (32)
  Max client texture states: 4 (8)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.50 NVIDIA
... OpenGL init is complete!
Size of bitmap info = 797 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error message = Failed to open file.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-turretHotkey-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-trigger-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-equip-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-debrisgrav-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error message = Failed to open file.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
WARNING: "Too many icons in icons.tbl; only the first 105 will be used" at missionbriefcommon.cpp:295
Dutifully converting retail sound 36, 'l_hit.wav' to a 3D sound...
Dutifully converting retail sound 37, 'm_hit.wav' to a 3D sound...
sounds.tbl(line 629): Error: Missing required token: [#Flyby Sounds End]. Found [$UEF: 0 T_flyby1.wav, 0, 0.75, ] instead.

ERROR: sounds.tbl(line 629):
Error: Missing required token: [#Flyby Sounds End]. Found [$UEF: 0 T_flyby1.wav, 0, 0.75, ] instead.

File: parselo.cpp
Line: 331
Still opened files:
Title: Re: RELEASE — Blue Planet
Post by: The E on October 14, 2017, 10:12:14 am
Please make sure that you have installed BP using the installer. You are using a wildly outdated version of the mod.
Title: Re: RELEASE — Blue Planet
Post by: wistler on October 14, 2017, 02:39:41 pm
Hi E, I was struggling to get the installer to work so i tried installing manually.

Just tried the launcher again and seems to be working so fingers crossed it solves the problem thanks!
Title: Re: RELEASE — Blue Planet
Post by: Helljumper441 on June 22, 2018, 11:39:16 am
Hello all,


LONG time fan of this mod, and trying to install it once more on my new laptop.

When i tried to use the installer, it keeps saying that "There was a problem accessing the remote sites. please check your connection and try again"

i also tried using java enabled one as well as the .exe and same result.


a manual download of all files results in me being unable to extract any of the files, which is frustrating beyond belief. Tried using win zip and kept getting error messages when attempting an unzip.


Any help would be greatly appreciated. Thank you.
Title: Re: RELEASE — Blue Planet
Post by: General Battuta on June 22, 2018, 04:07:09 pm
Try using 7zip to unzip them.
Title: Re: RELEASE — Blue Planet
Post by: Helljumper441 on June 23, 2018, 02:44:57 am
Try using 7zip to unzip them.


Just tried that one, got the same "access denied" message, so thats now three different programs ive been blocked from... I'm scratching my head here as it seems like my system has locked itself down and i dont know which permissions to change to allow these programs to function properly.
Title: Re: RELEASE — Blue Planet
Post by: rubixcube on June 23, 2018, 08:34:07 am
Just tried that one, got the same "access denied" message, so thats now three different programs ive been blocked from... I'm scratching my head here as it seems like my system has locked itself down and i dont know which permissions to change to allow these programs to function properly.

Sounds like something is off with your computer.

This Stack Overflow page might be helpful https://superuser.com/questions/387158/why-does-7-zip-exe-return-access-is-denied-with-these-arguments-parameters (https://superuser.com/questions/387158/why-does-7-zip-exe-return-access-is-denied-with-these-arguments-parameters)

Title: Re: RELEASE — Blue Planet
Post by: Renegade Paladin on July 01, 2018, 04:09:59 pm
So, is there no hope for there being a voice acting in the future? I absolutely loved the VA for both War in Heaven 1 and Age of Aquarius, and I doubt I'd be as immersed in the final chapter of the trilogy without it.
All anyone ever needs to do to get me to record for this is drop me a line.  I'd love to reprise the GTC Duke, or take on a new role if she doesn't show up again. 

And hi, long time, no log in.  I turned in voice acting lines for basically every male part for War in Heaven part 1 but I dropped off of playing before it was implemented and don't even know if any of my recordings got used.  I recently reinstalled X-Wing: Alliance to show my nephew what Star Wars games used to be like, though, and it's put the Freespace bug back on me again.  :)  Can't wait to try some of the new stuff.
Title: Re: RELEASE — Blue Planet
Post by: Buckshee Rounds on October 10, 2018, 05:38:23 pm
I reinstalled FS2 recently and tried to download BP, but the manual links are broken and FSOpen Installer doesn't list the mod. Help.
Title: Re: RELEASE — Blue Planet
Post by: Nightmare on October 10, 2018, 05:54:19 pm
Use the manual links from the Knossos website. It's in the top nav-bar.
Title: Re: RELEASE — Blue Planet
Post by: PIe on October 10, 2018, 06:26:26 pm
Better yet, just install and use Knossos.
Title: Re: RELEASE — Blue Planet
Post by: Buckshee Rounds on October 11, 2018, 08:34:56 am
That did the trick, thanks!
Title: Re: RELEASE — Blue Planet
Post by: Belisarius on October 16, 2018, 01:04:49 am
Sorry for the dead links. I'm going to contact the hoster and tell hm to re-up the files if possible.

A few months back there was a problem with a few licences and the server had to move. I'm sorry for the inconveniance.
Title: Re: RELEASE — Blue Planet
Post by: Darius on October 16, 2018, 05:50:08 am
I'll take the opportunity to point the link to Knossos  for now.
Title: Re: RELEASE — Blue Planet
Post by: Nalin Srivastava on February 12, 2019, 04:59:48 am
Can you guys add glow point overrides again pls like you did in the first release of act 3. Graphics really looked good with glowpoint overrides
Title: Re: RELEASE — Blue Planet
Post by: Durandal7 on September 09, 2019, 04:30:50 am
Would it be possible to add an optional cockpit mod like it was done here? https://www.hard-light.net/forums/index.php?topic=71151.msg1666291#msg1666291 (a single .vp file to drop in the blueplanetcomplete-1.0.5 folder)

I would do that myself if I had the skill, for now I tried adding the "show ship" in the flags section of the bp-shp.tbm file, but it did not work :(
Title: Re: RELEASE — Blue Planet
Post by: Nightmare on September 09, 2019, 12:05:02 pm
AFAIK it requires some specification in the ships.tbl too. A BP cockpit mode was done before, so wouldn't it just have to be added to Knossos?
Title: Re: RELEASE — Blue Planet
Post by: Durandal7 on September 09, 2019, 02:54:26 pm
Maybe they are not in Knossos because they don't work anymore? adv-bp2-cockpits worked with Blue Planet: War in Heaven, but now it's Blue Planet Complete and it does not work anymore.
There are actually 2 tables inside that mod: "bp2-shp.tbm" and "bp2-pit-shp.tbm". There are however also models (.pof) and maps (.dds). In the .dds files I spotted the static MFDs (Multi-Functional Displays) that I remember seeing when I played with the cockpit mod a few years ago, but that type of file is not present in other cockpit mods, so maybe they are not important. I mean, there are even sound files packaged in this .vp mod.
Title: Re: RELEASE — Blue Planet
Post by: Nightmare on September 09, 2019, 03:55:55 pm
IIRC they were made by Dragon who once was part of the BP team (but remained somewhat separate) but left HLP later, so it was most likely only his pet project.
Title: Re: RELEASE — Blue Planet
Post by: Ghaleon4 on September 15, 2019, 05:40:29 pm
Hello!
I absolutely have cockpits working or can get them to work in any contemporary/popular mod:  FSPort (MediaVPs), MediaVPs 3.8, and Blue Planet Complete at least.
It's been awhile since I configured them, and have installed them in such a way that I think they pretty much work in *any* mod.

Durandal7 is correct, you have to edit the ship tables and some other scripting asset to get the cockpit to load for certain ships, and to use the right hud.

Honestly, if someone wanted to just look at how I did it sometime, I'd just show you all my files.
Title: Re: RELEASE — Blue Planet
Post by: Iain Baker on September 16, 2019, 02:11:37 pm
Hello!
I absolutely have cockpits working or can get them to work in any contemporary/popular mod:  FSPort (MediaVPs), MediaVPs 3.8, and Blue Planet Complete at least.
It's been awhile since I configured them, and have installed them in such a way that I think they pretty much work in *any* mod.

Durandal7 is correct, you have to edit the ship tables and some other scripting asset to get the cockpit to load for certain ships, and to use the right hud.

Honestly, if someone wanted to just look at how I did it sometime, I'd just show you all my files.


It would be awesome to have these as options in the next Media VP update :-)
Title: Re: RELEASE — Blue Planet
Post by: csharporbflat1 on November 07, 2019, 11:29:38 am
so it is now about 5 years since release and I really enjoyed acts 1-3. Has acts 4-5 ever been voice acted? Was kind of left hanging and would be nice to finish the mission.
Title: Re: RELEASE — Blue Planet
Post by: Nightmare on November 07, 2019, 11:32:00 am
Acts 4 and 5 of WiH aren't out yet. I doubt there will be more VA as it consumes a lot of time that the team dedicates to making playable content when they find the time to do that.
Title: Re: RELEASE — Blue Planet
Post by: Su-tehp on January 05, 2020, 01:27:16 am
Ok, I'm trying to get Blue Planet to run but I'm getting some crazy error messages. My Debug Log can be found:

here (https://fsnebula.org/log/5e118d69cb0d330e698b7ede).

Can anyone tell me what this means and how to fix it?
Title: Re: RELEASE — Blue Planet
Post by: The E on January 05, 2020, 03:12:38 am
In Knossos' options screen, set "Preferred Engine Stability" to "RCs", update FSO, then go to the Blue Planet tile, open the FSO options and set the build to use to the 19.0.0-RC2 build.
Title: Re: RELEASE — Blue Planet
Post by: Su-tehp on January 05, 2020, 10:13:04 am
In Knossos' options screen, set "Preferred Engine Stability" to "RCs", update FSO, then go to the Blue Planet tile, open the FSO options and set the build to use to the 19.0.0-RC2 build.

Wait, will that affect my other mods if I set the preferred engine stability to RCs? I don't want to screw up my other mods just to play Blue Planet.
Title: Re: RELEASE — Blue Planet
Post by: Nightmare on January 05, 2020, 10:29:21 am
Most mods depend on recent builds; they should work as there souldn't be anything that changes how the game itself plays. Sometimes debug warnings start showing up but that means usually that something has been wrong before.
Title: Re: RELEASE — Blue Planet
Post by: General Battuta on January 05, 2020, 11:40:38 am
Why does BP need some fancy new build anyway?
Title: Re: RELEASE — Blue Planet
Post by: Nightmare on January 05, 2020, 11:49:03 am
MVP-4-0?
Title: Re: RELEASE — Blue Planet
Post by: The E on January 05, 2020, 12:13:06 pm
In Knossos' options screen, set "Preferred Engine Stability" to "RCs", update FSO, then go to the Blue Planet tile, open the FSO options and set the build to use to the 19.0.0-RC2 build.

Wait, will that affect my other mods if I set the preferred engine stability to RCs? I don't want to screw up my other mods just to play Blue Planet.

It will not. You can always choose which build to use for which mod; setting the engine stability setting just tells Knossos which builds it downloads (By default, it will only get stable builds; by setting it to RCs, you allow Knossos to get the RC builds as well).
Title: Re: RELEASE — Blue Planet
Post by: Su-tehp on January 05, 2020, 12:54:52 pm
Ok so I did the instructions above...and when I press Play, now I can't even see ships in the ships database, maybe just their running lights or a couple of textures, if I see anything at all. When I run fast debug, the game starts without a problem...but why do I have to press the "run fast debug" button to playFS Blue instead of the play button?

Anyway, that debug log is here: https://fsnebula.org/log/5e1231d3cb0d330e638b7ed3
Title: Re: RELEASE — Blue Planet
Post by: Mito [PL] on January 07, 2020, 01:48:48 am
There are two possibilities: one is that the tech room tends to be very very dark for some reason, and you could try to use The Lab (press F3 in the main menu) to look a bit into how the things look.

The other is this:
Code: [Select]
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : AMD Radeon HD 7660G
  OpenGL Version   : 4.5.13399 Core Profile/Debug Context 15.201.1151.1008
FSO had some problems with old HD series AMD GPUs several times in the past, and some problem might also affect you. I'd recommend checking if the drivers are fully up to date.
Title: Re: RELEASE — Blue Planet
Post by: Trivial Psychic on January 07, 2020, 04:54:47 pm
I use to have a 5770 and in pretty much any build newer than October 31st, 2017 would only show some of the textures.  Now I have an RX-570 and things are looking great.
Title: Re: RELEASE — Blue Planet
Post by: Iain Baker on January 08, 2020, 03:29:44 pm
Hi there!

Can someone tell me the AI profile name/s for BP AoA and WiH - I need it / them for the autoaim table to go with mah joystick :-)

NB - RETAIL FS2 didn't work (Not that I thought that it would but it was worth a try anyway)

Cheers :-)
Title: Re: RELEASE — Blue Planet
Post by: FrikgFeek on January 08, 2020, 03:56:53 pm
AoA is BP, WiH is BP2, Tenebra is BP2 R2. FSBlue uses the retail profile. You can always check this yourself by inspecting the correct table in the vps, in this case bp-aip.tbm.
Title: Re: RELEASE — Blue Planet
Post by: Iain Baker on January 08, 2020, 04:47:02 pm
AoA is BP, WiH is BP2, Tenebra is BP2 R2. FSBlue uses the retail profile. You can always check this yourself by inspecting the correct table in the vps, in this case bp-aip.tbm.

Awesome, thank you :-)
Title: Re: RELEASE — Blue Planet
Post by: Su-tehp on January 09, 2020, 09:20:05 pm
Hi there!

Can someone tell me the AI profile name/s for BP AoA and WiH - I need it / them for the autoaim table to go with mah joystick :-)

NB - RETAIL FS2 didn't work (Not that I thought that it would but it was worth a try anyway)

Cheers :-)

Ok, I'll bite: what about this makes Iain Baker's joystick not work?
Title: Re: RELEASE — Blue Planet
Post by: General Battuta on January 09, 2020, 09:26:44 pm
He's adding autoaim to the mod to help with joystick aiming.
Title: Re: RELEASE — Blue Planet
Post by: Nightmare on January 09, 2020, 10:00:38 pm
And I've always dreamt that using a joystick would make it easier... :nervous:
Title: Re: RELEASE — Blue Planet
Post by: Su-tehp on January 09, 2020, 11:05:07 pm
Hmm, autoaim.... Meh, I'm from the old school. In my day, we didn't have no new-fangled autoaim functions, we just played with our joysticks like normal people!

(...In retrospect, maybe I should have used less sexually suggestive language. But that would have been less fun.)
Title: Re: RELEASE — Blue Planet
Post by: Iain Baker on January 12, 2020, 05:42:29 pm
Hmm, autoaim.... Meh, I'm from the old school. In my day, we didn't have no new-fangled autoaim functions, we just played with our joysticks like normal people!

(...In retrospect, maybe I should have used less sexually suggestive language. But that would have been less fun.)

 :lol: :lol: :lol:

I'm only using it because my cheapo HOTAS has a deadzone issue which makes precise aiming bloody difficult. A little aim-assist compensates for this quite nicely  :)
Title: Re: RELEASE — Blue Planet
Post by: taoofcrime on January 17, 2020, 02:10:47 pm
Ok so I did the instructions above...and when I press Play, now I can't even see ships in the ships database, maybe just their running lights or a couple of textures, if I see anything at all. When I run fast debug, the game starts without a problem...but why do I have to press the "run fast debug" button to playFS Blue instead of the play button?

Anyway, that debug log is here: https://fsnebula.org/log/5e1231d3cb0d330e638b7ed3

Very silly fix, but turning shadows on or off has helped me with this in the past.
Title: Re: RELEASE — Blue Planet
Post by: Su-tehp on January 17, 2020, 05:59:32 pm
Ok so I did the instructions above...and when I press Play, now I can't even see ships in the ships database, maybe just their running lights or a couple of textures, if I see anything at all. When I run fast debug, the game starts without a problem...but why do I have to press the "run fast debug" button to playFS Blue instead of the play button?

Anyway, that debug log is here: https://fsnebula.org/log/5e1231d3cb0d330e638b7ed3

Very silly fix, but turning shadows on or off has helped me with this in the past.

I can try this. Where and how can I turn shadows off? I've, uh, been out of the loop until recently (https://www.hard-light.net/forums/index.php?topic=96176.0). :nervous: :confused: :nervous: :P
Title: Re: RELEASE — Blue Planet
Post by: Thisisaverylongusername on January 17, 2020, 06:45:06 pm
If you're using Knossos, there's a little drop down button for each mod you have installed. In that menu select "FSO Settings." Under the "Graphics" list there should be an item that says "Enable Shadows." It's a rather intensive feature that will slow down lower end GPUs.
Title: Re: RELEASE — Blue Planet
Post by: Su-tehp on January 17, 2020, 06:51:49 pm
If you're using Knossos, there's a little drop down button for each mod you have installed. In that menu select "FSO Settings." Under the "Graphics" list there should be an item that says "Enable Shadows." It's a rather intensive feature that will slow down lower end GPUs.

Thank you for this. I'll experiment with it and see if it solves the problem(s).
EDIT: Oooooooooh-kay. So I went into the FSO settings and disabled shadows and pressed play. After waiting 15 minutes for the Freespace SCP screen to go away/finish loading/whatever, I alt-tabbed and saw an error message (didn't understand what it said) and pressed "Debug" 6 times, THEN Blue Planet activated and I went straight to the Tech Menu to see if the ships appeared properly.

Good news: they did.

Bad news: I couldn't switch campaigns out of The Blade Itself; it just wouldn't let me switch to any other campaign in Blue Planet. I'd click on Freespace Blue or War in Heaven 1 or 2 or AoA and it just wouldn't take. I'm running a debug now, it says:

Quote
Error: game settings.tbl(line28):
Error: Missing required token: [#END]. Found [$Movie subtitle font: 1] instead.

File: parselo.cpp
Line: 290

Incidentally, this is the error message I got the first time.

Should I be running this in 19.0.0-RC2 instead of 3.8.0-3? What's the deal?
Title: Re: RELEASE — Blue Planet
Post by: FrikgFeek on January 17, 2020, 09:30:56 pm
That means your build is too old and doesn't have proper game_settings.tbl support.
Title: Re: RELEASE — Blue Planet
Post by: Su-tehp on January 17, 2020, 10:04:16 pm
That means your build is too old and doesn't have proper game_settings.tbl support.

And I fix that how?
Title: Re: RELEASE — Blue Planet
Post by: FrikgFeek on January 17, 2020, 10:13:09 pm
Use a more recent build?
Title: Re: RELEASE — Blue Planet
Post by: Su-tehp on January 17, 2020, 11:17:44 pm
Use a more recent build?

I'm using 19.0.0-RC2 and/or 3.8.0-3. Aren't those the most recent builds?

Anyway, here's my most recent debug log: https://fsnebula.org/log/5e22b619cb0d330e678b7ede
Title: Re: RELEASE — Blue Planet
Post by: Mito [PL] on January 18, 2020, 09:56:59 am
Use 19.0.0-RC2 or RC1. The log reports you're using 3.8.0, so I wonder if you're selecting the build properly.

You can also see how ships look in the Lab: Press F3 in main menu, select some ship, select some background, and then try having fun with some of the checkboxes and sliders provided in menus. I think it allows you to turn shadows on and off so you can see how they affect your visuals.
Title: Re: RELEASE — Blue Planet
Post by: General Battuta on January 18, 2020, 10:53:33 am
Why does BP require some random new build instead of latest stable? And why doesn’t Knossos auto install the right build?
Title: Re: RELEASE — Blue Planet
Post by: Nightmare on January 18, 2020, 11:24:59 am
IIRC Darius updated BP to work with the 4.0 MVPs which require some recent build.
Title: Re: RELEASE — Blue Planet
Post by: Su-tehp on January 18, 2020, 12:54:07 pm
I managed to get Blue Planet working again by deleting that particular pilot and recreating her. It's weird that my other pilots didn't have a problem activating AoA or WiH but that particular one couldn't switch out of TBI. And Mito, thank you for letting me know about F3. Another poster told me about it in another thread (I'm trying to find suitable logistics ships for my own only-a-gleam-in-my-eye-at-present mod), but I didn't realize you could mess with the backgrounds and checkboxes and such. :cool: :nod: ;7 :drevil:
Title: Re: RELEASE — Blue Planet
Post by: Mito [PL] on January 18, 2020, 05:37:26 pm
The Lab is extremely underrated. Just as lighting settings which don't seem to be very common knowledge.
Title: Re: RELEASE — Blue Planet
Post by: Nightmare on January 18, 2020, 07:13:29 pm
Well most of these things are more or less unknown, not documented on the wiki (atleast not in a way you'd find them without knowing that they're there).
Title: Re: RELEASE — Blue Planet
Post by: Darius on January 18, 2020, 07:37:18 pm
The BP update was months ago.
 Unless something has changed in the mvps there's no reason why it needs a newer build than 19.0.0.
Title: Re: RELEASE — Blue Planet
Post by: Nightmare on January 18, 2020, 07:43:20 pm
The log says he's running BP on 3.8.0 somehow.
Title: Re: RELEASE — Blue Planet
Post by: Su-tehp on January 18, 2020, 08:54:31 pm
The log says he's running BP on 3.8.0 somehow.

Yeah, I switched a number of the mods I downloaded from or to 3.8.0 and 19-RC2 to try and debug them. I admit that I have no idea what I'm doing. Hell, I still can't get Wings of Dawn's text to appear, but that's because I gave up on that for the moment because I want to finish Silent Threat or Freespace 2 Blue.
Title: Re: RELEASE — Blue Planet
Post by: taoofcrime on January 22, 2020, 12:00:43 am
The log says he's running BP on 3.8.0 somehow.

Yeah, I switched a number of the mods I downloaded from or to 3.8.0 and 19-RC2 to try and debug them. I admit that I have no idea what I'm doing. Hell, I still can't get Wings of Dawn's text to appear, but that's because I gave up on that for the moment because I want to finish Silent Threat or Freespace 2 Blue.

This is a known bug, search for wings of dawn font problem.
Title: Re: RELEASE — Blue Planet
Post by: Androgeos Exeunt on March 04, 2020, 01:15:29 pm
Can I just say how much I love reading through the Blue Planet tech descriptions on this page (https://wiki.hard-light.net/index.php/Blue_Planet_ships_data)? There's a certain snark to some of them, indicative of somebody who's seen it all.
Title: Re: RELEASE — Blue Planet
Post by: Iain Baker on March 08, 2020, 05:39:41 pm
Can I just say how much I love reading through the Blue Planet tech descriptions on this page (https://wiki.hard-light.net/index.php/Blue_Planet_ships_data)? There's a certain snark to some of them, indicative of somebody who's seen it all.

 :yes: :yes: :yes:
Title: Re: RELEASE — Blue Planet
Post by: manwiththemachinegun on March 26, 2020, 01:18:05 am
And maintains its heretical Vasudan bias. ;)
Title: Re: RELEASE — Blue Planet
Post by: Tiranja on April 02, 2020, 11:36:31 pm
I suggest to rebalance the "Keeper of hell" mission a bit. Getting through this one was a torture with many repeatings. It is "almost" impossible to beat that mission.
Title: Re: RELEASE — Blue Planet
Post by: manwiththemachinegun on April 03, 2020, 01:18:09 am
Yeah, even with perfect wingmen commands and picking subspace jump missiles, it's very inconsistent to win on medium.
You have the two Ravanas to disarm, the ambush squad of Nahemas, the corvette, the cruisers, and the bomber attack.
The Corvette you can destroy almost instantly by killing the reactor. Fine.
The jump missiles are no trebs, and even against the cruisers it takes two double fires to take out one beam, their hitbox is also wacky to hit with your main guns.
Your wing of bombers are terrible at actually killing Shivan warships, their warheads do more damage to you than them it seems.
You can tell your wingmen to guard the keeper, but as they jump from multiple angles, there's no garantee they'll be in position to do much good. If you do it from the start though, you'll almost certainly die from the Nahema ambush, as you'll likely be shredded going for quick kills, they can chase you down (!), or you waste too much time dog fighting them and aren't in a position to disable the cruisers.

In short, it's a very "Ramirez, do EVERYTHING" mission.
Title: Re: RELEASE — Blue Planet
Post by: Tiranja on April 03, 2020, 02:17:58 am
Yes that one was brutal :D I am glad I did it once (with the Keeper having 1 % left... ^^)

Another thing: I tried out that capital ship mission. Does my captial ship not fire that blue forward (main) guns at an enemy capital automaticly? It seems only to fire them if I overload?
Title: Re: RELEASE — Blue Planet
Post by: Mito [PL] on April 03, 2020, 03:38:45 am
The Katana does fire them (if you didn't disable the gauss cannons via turret controls) but the reload times are pretty long. Overloading the guns gives you instant firepower. But it's not like these cannons actually deal a lot of damage, I think mass drivers (2km range) and torpedoes are the main damage deliverers here.
Title: Re: RELEASE — Blue Planet
Post by: General Battuta on April 03, 2020, 01:32:06 pm
Gauss cannons are anti-subsystem snipers, yeah. They're very good at it, though. We had to do a lot of rebalancing in early BP2 dev cause the UEF warships were supposed to be inferior but they kept disarming the GTVA ships.
Title: Re: RELEASE — Blue Planet
Post by: Tiranja on April 08, 2020, 10:58:09 am
Cool thanks :)

I still try to beat that capital ship single mission but the strike corvette is too hard to fight sadly.
Title: Re: RELEASE — Blue Planet
Post by: Mito [PL] on April 08, 2020, 11:25:43 am
Use beam jamming to get close to the corvette once it arrives and then try to stay under its belly. The Diomedes has got a huge blind spot there and you can really use it well. Gliding also helps to use your main guns while you're there. There's also a decoy transport that you can use to draw the fire away.
Title: Re: RELEASE — Blue Planet
Post by: Tiranja on April 09, 2020, 12:12:21 pm
Thanks I will try that out soon :)
Title: Re: RELEASE — Blue Planet
Post by: alpha_one on April 30, 2020, 09:55:24 pm
Thanks for this incredibly awesome mod. Some say Age of Aquarius was not as good as War in Heaven, but I disagree. together they're simply perfect. I can't put into words how much I love freespace and this mod!
Title: Re: RELEASE — Blue Planet
Post by: maquise on May 19, 2020, 11:59:39 pm
I might be missing something, but whenever I try to start the Blue Planet mod from Knossos, I get a "No Executable found for this Mod" error.
Title: Re: RELEASE — Blue Planet
Post by: Mito [PL] on May 20, 2020, 07:35:27 am
I suggest you to enter the FSO Settings of the mod, and then select some (preferably recent) build, and make sure it's being pointed to an existing, valid exe. Then just save the settings.
Title: Re: RELEASE — Blue Planet
Post by: SkyR22367 on July 18, 2020, 11:20:37 pm
I have major problem with the mission delenda est. I have tried just about everything I can think of to make it work but it continues to crash just a few minutes in. I have disabled every advanced graphics option in the fso graphics section. I have disabled motion debris under gameplay. I have tried using troubleshooting options 'only 2d sound' and 'disable geometry shader for effects'. I have disabled vertical synch. I have done all of this at the same time. I reinstalled everything associated with the game "GOG, the game, knossos, ect. I feel like I'm missing something obvious but If anyone has any suggestions at all I would really appreciate it. I just started playing Blue planet recently and have been really enjoying it so far. It is just on this one mission that this keeps occurring over and over again.
Title: Re: RELEASE — Blue Planet
Post by: SkyR22367 on July 19, 2020, 12:24:23 am
Completed the mission 'delenda est' only by disabling all sound in the audio section (Sucks to have to do this of all missions without sound). I have no idea why this worked. Not even disabling advanced sound in audio and enabling only 2d stereo sound in troubleshooting worked. If anyone has any ideas I would appreciate it.
Title: Re: RELEASE — Blue Planet
Post by: General Battuta on July 19, 2020, 10:57:02 am
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: RELEASE — Blue Planet
Post by: SkyR22367 on July 19, 2020, 06:54:12 pm
I'm attaching my fs2_open.log, as well as the mdmp file (converted to txt) made when the crash occured. I also copied the error message it gave me when I tried to run fast debug. It froze before I even got to the home screen. I'm thinking maybe a sound file is copied to many times or is configured incorrectly? Thanks for the assistance.

[attachment eaten by a Shivan]
Title: Re: RELEASE — Blue Planet
Post by: General Battuta on July 20, 2020, 12:59:21 am
I'm sorry, I'm completely out of touch. I have no idea what the problem might be.

Knossos was supposed to make everything simpler and more error-proof but I don't know what counts as a stable build these days or how recently BP has been altered.
Title: Re: RELEASE — Blue Planet
Post by: The E on July 20, 2020, 01:50:33 am
The duplicate sound warning is a known issue I haven't gotten around to fixing yet; I assumed it to be harmless, but apparently it isn't.

It would be somewhat helpful if you could click through those warnings (just press the "Continue" button in the warning popup) and reproduce the actual crash.
Title: Re: RELEASE — Blue Planet
Post by: SkyR22367 on July 20, 2020, 02:07:09 pm
Unfortunately no matter what options I try, run fast debug will not let me continue to the main menu. Fortunately I have not encountered any other bugs on other missions. It's just delenda est when the sound is on that there is an issue. Hopefully it can be fixed at some point. It even crashes when I run the mission as a simulator mission.
Title: Re: RELEASE — Blue Planet
Post by: General Battuta on July 20, 2020, 02:36:11 pm
Grasping at straws here, but do we have a known stable build BP definitely runs correctly on...?
Title: Re: RELEASE — Blue Planet
Post by: Mito [PL] on July 20, 2020, 04:43:12 pm
Things I think should be mentioned:

Code: [Select]
Int3(): From C:\projects\fs2open-github-com\code\osapi\dialogs.cpp at line 415
Are you running your FSO builds from some othe place than Knossos mod library?

Code: [Select]
Searching root 'C:\Games\FreespaceOpen\FS2\' ... 13 filesLooks like there might be some unwanted/misplaced files within FS2 or FS2/data. Would you mind checking the directories?

There's also this:
Code: [Select]
-no_enhanced_sound
-snd_preload
I wonder what happens if you disable any of these flags? I think that the latter one is enabled by default in BP though...

Another thing is that I don't see any MV_Advanced or bpc-advanced archives downloaded. It might be worth a try, maybe that can make a difference. Try going to mod details -> Modify and using this interface to download these. You could remove them later on.

Also definitely upload a debug log with your attempts of clicking through all warnings. Might give some more info.

I think 19.0.0 FSO *should* be working fine, but just in case, could you try running a latest nightly? Navigate to Knossos settings (gear symbol in topright corner) and then mark the "Show builds in mod list" checkbox and select "Nightlies" in the "Preferred engine stability:" box above it. Navigate to Home, update FSO mod, and then select the new build in BP's FSO settings.
Title: Re: RELEASE — Blue Planet
Post by: SkyR22367 on July 20, 2020, 07:00:37 pm
I tried it again after installing all of the advanced files and got all the way to the end then on the very last scene, seconds before end mission it crashed (On delenda est). I then manged to get into the fast debug and ran it twice-both times it crashed mid level. I'm uploading the data file for both crashes.
I don't think that i am running from the wrong folder? The Knossos application defaults to c\program files 86x which is where i installed that but the mod library and fso builds are reccomended to be in c:\games\freespace open. Both mods and fso builds are in this folder?
You mentioned possible misplaced or unwanted files, is there anything in particular I need to look out for?
 I re-enabled  the no_enhanced_sound flag, but I didn't see a - snd preload flag.
I downloaded the advanced archives and unfortunately it didn't prevent the crash, although I did finish the level only to have it crash in the very last cut scene.
I will look into seeing if a nightly build will solve the issue.



[attachment eaten by a Shivan]
Title: Re: RELEASE — Blue Planet
Post by: SkyR22367 on July 20, 2020, 07:02:38 pm
Last attachment

[attachment eaten by a Shivan]
Title: Re: RELEASE — Blue Planet
Post by: SkyR22367 on July 21, 2020, 01:02:32 am
Thanks for the tip I successfully completed the mission using the latest nightly build "fs2_open_20_1_0_20200719_f03df9e_x64_SSE2" 
Title: Re: RELEASE — Blue Planet
Post by: The E on July 21, 2020, 01:20:47 am
That specific crash (which is a result of a small change in the way we calculate which frame to start a comm ani on triggering a bit of leftover Volition debug code) has been fixed in recent nightlies.
Title: Re: RELEASE — Blue Planet
Post by: Mito [PL] on July 21, 2020, 03:24:01 am
Yay, I guess. That's another one issue located.
Title: Re: RELEASE — Blue Planet
Post by: SkyR22367 on July 25, 2020, 03:01:17 pm
Do you think it will ever be possible to play Freespace blue the vanilla campaign remaster with a cockpit? Aside from the ini files as many of those don't look very good. I really liked fightermedic's cockpit mod but I don't think that is compatible with the blue planet mod. The UEF cockpits were cool although sometimes it seemed that they took up to much of the screen.
Title: Re: RELEASE — Blue Planet
Post by: Renegade Paladin on July 25, 2020, 10:23:53 pm
If there's ever a voice acting drive for Part 2 (or subsequent parts) my vocal talents are at your disposal, as ever. If I drift away from the forums again, a private message will bring me back; the forum's set to notify me of those by e-mail.  :)  And I will be super annoyed if the GTC Duke makes an appearance in later parts and I don't get to reprise the role.  ;) 
Title: Re: RELEASE — Blue Planet
Post by: ehkodiak on July 30, 2020, 02:52:19 pm
Just finished Blue Planet after Knossos brought me back to FS2... my god, what you guys have done is just... beyond everything. Well done to all involved. Will there be an Act 4, or is it all done now?
Title: Re: RELEASE — Blue Planet
Post by: Iain Baker on July 30, 2020, 02:57:18 pm
I was mucking around in the VP viewer the other day and I noticed that there are voice files for Steel's half of the conversation in 'Everything Is Permitted'. Any reason these weren't used, and is there anyway to put them back in? Cheers :-)
Title: Re: RELEASE — Blue Planet
Post by: Androgeos Exeunt on July 30, 2020, 10:59:49 pm
I was mucking around in the VP viewer the other day and I noticed that there are voice files for Steel's half of the conversation in 'Everything Is Permitted'. Any reason these weren't used, and is there anyway to put them back in? Cheers :-)

BP's mission files are not contained in a single VP file and can be accessed directly in \FS2\blueplanetcomplete-1.0.10\data\missions. You can tinker with the mission file (bp2-19.fs2) directly using Notepad (:drevil:) or FRED (in Knossos, mouseover the Blue Planet banner -> Details -> Options -> Run FRED2).

In FRED, message audio is called using the Events Manager (Editors -> Events, or SHIFT + E). Check through all the entries in the Messages box on the right until you select the message(s) you want to replace the audio, then in the "Wave file" dropdown box below, replace emptymsg.ogg or non_critical_med.ogg by manually entering the exact file name of the audio (including the file extension). If you do this right, when you press the little play button beside the Browse button, you should hear Steele's magnificent voice. Once you've replaced all the audio, save your changes by pressing the OK button and saving the mission file.
Title: Re: RELEASE — Blue Planet
Post by: Mito [PL] on July 31, 2020, 10:38:41 am
Also note that Samuel Bei has voice acting in Universal Truth 2. Like, it's ingame.
Title: Re: RELEASE — Blue Planet
Post by: praseodym on August 03, 2020, 12:26:10 pm
https://fsnebula.org/log/5f2848654a7fd9c4e25a5600

Hi folks,

just upgraded to the latest versions, but it crashes at start of the mission. Any ideas?

Thanks in advance
Title: Re: RELEASE — Blue Planet
Post by: The E on August 03, 2020, 12:49:38 pm
https://fsnebula.org/log/5f2848654a7fd9c4e25a5600

Hi folks,

just upgraded to the latest versions, but it crashes at start of the mission. Any ideas?

Thanks in advance

This is a bug that will be fixed soon (https://github.com/scp-fs2open/fs2open.github.com/pull/2618). In the meantime, please make sure that your commandline uses either the -aa or -fxaa option, not both.
Title: Re: RELEASE — Blue Planet
Post by: MisterPianoMan on August 14, 2020, 01:30:37 am
Hello fellow Terran pilots,

I was replaying all of the FS franchise (because why not?) and came across an error in FS2 Blue. I have downloaded all updates so I have that troubleshoot squared away. The mission, Lion at the Door, leaves your fighter without any weapons and have none in the loadout that can be equipped (so if you open the weapon loadout menu, you won't even be able to start the mission due to Player One not having a single weapon).  Any help would be great.

Thank you all
Title: Re: RELEASE — Blue Planet
Post by: Renegade Paladin on August 20, 2020, 08:25:27 pm
Hello fellow Terran pilots,

I was replaying all of the FS franchise (because why not?) and came across an error in FS2 Blue. I have downloaded all updates so I have that troubleshoot squared away. The mission, Lion at the Door, leaves your fighter without any weapons and have none in the loadout that can be equipped (so if you open the weapon loadout menu, you won't even be able to start the mission due to Player One not having a single weapon).  Any help would be great.

Thank you all
Known issue. (https://www.hard-light.net/forums/index.php?topic=96771.0)  Try restarting the campaign.  It's a pain that far in, but it seems to have worked for the guy who made that thread. 
Title: Re: RELEASE — Blue Planet
Post by: Crazytumbler on August 23, 2020, 04:16:10 am
Hey guys, I've loved playing FS2 ever since I was a kid when I found a demo disk for it that my cousin had. A few years ago when I found out about mods, especially BP and WiH I got super excited to play them, and man are they so good. I just want to say that I would so love to see the next act get completed, or if there is any list of progress or maybe potential release date I'd love to see them. Or if there is anything we can do to help with the project (idk how). I'm dying to get my hands on the end of the story!

I'm glad to see people are posting on here and I hopefully that means the story is still being worked on when possible and hasn't been abandoned.

Cheers and thanks for the awesome work so far! This mod has really done wonders for the game's story!
 :) :) :)
Title: Re: RELEASE — Blue Planet
Post by: Dilmah G on September 21, 2020, 06:53:29 am
BLUF: After a 10 odd year hiatus, and mostly thanks to COVID-19, I've gotten back into Freespace. Replaying BP, especially WiH, has been ****ing incredible; and the team who made it what it is deserve some words of praise and some additional publicity.

To be honest, I barely remembered WiH as it used to exist. My decade old memory is a blur of cool fighters, torpedoes, hectic capship battles and some very well written fiction. But with the new gauges, full voice-acting, and what I assume is probably a rebalancing of the missions(?), this mod is a straight-up standalone game that's well capable of fetching a price on the shelf of a digital store somewhere, and definitely a great goddamn way to embrace social-distancing. Playing it again was like playing WiH for the first time.

And the WiH I just finished plays like a gritty blend of DCS, Mass Effect, BSG, and Blackhawk Down. God-****ing-damn. I never realised what an impact (good) VA makes to a mod, but the paid casting of the lead roles sells the story extremely well, and hearing the raw emotion through actually realistic ACM calls over the radio in missions like Delenda Est and Post Meridian builds the atmosphere of a good gunfight like nothing else I've seen in the FS mod-verse. In addition to that, the EW and TACCOM displays capture the most disgustingly green/gunfight boner inducing military-nerdery that keeps most of the DCS community alive. That, and the rectification of a stoppage on the gun mid-gunfight and other little 1%ers like that really capture the idiosyncrasies of doing your job in a combat unit. And to be honest, it was done so well at times that I would honestly compare the experience to some of my own real life funtimes sweating through a helmet whilst screaming into a radio, un-****ing the gun, and working out what to do next. So good job guys, I mean it.

And that doesn't even scratch the surface of the story-telling depth the mod has now. With the Fiction Viewer pieces, a new soundtrack, and actually good voice-acting of the narrative, I would definitely rate it in the top five pieces of fiction I've experienced this year. I was 100% engrossed until the very end (currently playing through part 2, which is equally as amazing, even without VA). All the narrative ancillaries and e-mail excerpts, INTREPs and whatnot, do a great job of painting what life on the losing side of a war (and maybe being in contact with another race?) must feel like. The only part of the story I feel didn't age particularly well was the writing of the romance sub-plot, but I fully acknowledge that they're probably the hardest narrative component to pull off in an FS context, that most people seemed to have enjoyed it, and I probably have my enjoyment affected by the fact that some of the lines remind me of a very young Dilmah G's attempts at romance and the self cringe-factor really gets me good. That aside, I can concede that it was very well acted, and on the whole, our community is way too small to make a mountain out of a molehill in what is overall, a very, very good mod.

So what was the point of that? Well, to say thanks. Playing WiH was a real ****ing good time, and I'm thoroughly impressed just how far people will go to create good fiction on this platform. FSO is easily the most underutilised platform in the developed world and we should all refer five of our friends and have them refer five of their friends and swap bank details at some point...or...something. But really, this is excellent, and I absolutely will be attempting to broaden the coverage here in Oz. You guys as the team did really well, and even during rainy days such as these, you should feel good that you helped create a ****ing great work of art.

And finally, does the fact my forum handle somehow appears in the end credits make this post incredibly masturbatory, and indicative of narcissism gone wild on the BP team of 2009 with naked attempts at jerking each other off in public? Honestly - I did very little here apart from play test some of the very early versions of the mod and give some half-assed mil-nerd advice in between hardcore teenage ****posting on the forum. The WiH I played is nothing like the one I remember, and that's why I love it. Great job guys. I really hope this gets finished.
Title: Re: RELEASE — Blue Planet
Post by: TechnoD11 on October 06, 2020, 10:23:49 am
BLUF: After a 10 odd year hiatus, and mostly thanks to COVID-19, I've gotten back into Freespace. Replaying BP, especially WiH, has been ****ing incredible; and the team who made it what it is deserve some words of praise and some additional publicity.

To be honest, I barely remembered WiH as it used to exist. My decade old memory is a blur of cool fighters, torpedoes, hectic capship battles and some very well written fiction. But with the new gauges, full voice-acting, and what I assume is probably a rebalancing of the missions(?), this mod is a straight-up standalone game that's well capable of fetching a price on the shelf of a digital store somewhere, and definitely a great goddamn way to embrace social-distancing. Playing it again was like playing WiH for the first time.

And the WiH I just finished plays like a gritty blend of DCS, Mass Effect, BSG, and Blackhawk Down. God-****ing-damn. I never realised what an impact (good) VA makes to a mod, but the paid casting of the lead roles sells the story extremely well, and hearing the raw emotion through actually realistic ACM calls over the radio in missions like Delenda Est and Post Meridian builds the atmosphere of a good gunfight like nothing else I've seen in the FS mod-verse. In addition to that, the EW and TACCOM displays capture the most disgustingly green/gunfight boner inducing military-nerdery that keeps most of the DCS community alive. That, and the rectification of a stoppage on the gun mid-gunfight and other little 1%ers like that really capture the idiosyncrasies of doing your job in a combat unit. And to be honest, it was done so well at times that I would honestly compare the experience to some of my own real life funtimes sweating through a helmet whilst screaming into a radio, un-****ing the gun, and working out what to do next. So good job guys, I mean it.

And that doesn't even scratch the surface of the story-telling depth the mod has now. With the Fiction Viewer pieces, a new soundtrack, and actually good voice-acting of the narrative, I would definitely rate it in the top five pieces of fiction I've experienced this year. I was 100% engrossed until the very end (currently playing through part 2, which is equally as amazing, even without VA). All the narrative ancillaries and e-mail excerpts, INTREPs and whatnot, do a great job of painting what life on the losing side of a war (and maybe being in contact with another race?) must feel like. The only part of the story I feel didn't age particularly well was the writing of the romance sub-plot, but I fully acknowledge that they're probably the hardest narrative component to pull off in an FS context, that most people seemed to have enjoyed it, and I probably have my enjoyment affected by the fact that some of the lines remind me of a very young Dilmah G's attempts at romance and the self cringe-factor really gets me good. That aside, I can concede that it was very well acted, and on the whole, our community is way too small to make a mountain out of a molehill in what is overall, a very, very good mod.

So what was the point of that? Well, to say thanks. Playing WiH was a real ****ing good time, and I'm thoroughly impressed just how far people will go to create good fiction on this platform. FSO is easily the most underutilised platform in the developed world and we should all refer five of our friends and have them refer five of their friends and swap bank details at some point...or...something. But really, this is excellent, and I absolutely will be attempting to broaden the coverage here in Oz. You guys as the team did really well, and even during rainy days such as these, you should feel good that you helped create a ****ing great work of art.

And finally, does the fact my forum handle somehow appears in the end credits make this post incredibly masturbatory, and indicative of narcissism gone wild on the BP team of 2009 with naked attempts at jerking each other off in public? Honestly - I did very little here apart from play test some of the very early versions of the mod and give some half-assed mil-nerd advice in between hardcore teenage ****posting on the forum. The WiH I played is nothing like the one I remember, and that's why I love it. Great job guys. I really hope this gets finished.

I haven't browsed the forum in a bit, but jumped on today after a few months and saw this. I second every word of praise here, as always. BP really is the game I measure other games by and there are very few that reach its height.
I will happily contribute my efforts where I can to see this project finished.
Title: Re: RELEASE — Blue Planet
Post by: MisterPianoMan on October 10, 2020, 04:35:45 am
Hello again, pilots

I have recently reinstalled my OS and that has caused me to lose a pilot profile I had played through every type of mod on. That being said, I know that in the mission Universal Truth from Age of Aquarius campaign has a specific fighter you can obtain (because I had previously obtained it [also don't want to name-drop and spoil things]) by doing certain actions throughout the campaign. I'm currently on said mission and finding it excruciatingly hard to rack up a lot of kills on Insane without said fighter. Yes, I'm aware I will most likely have to restart the campaign to obtain it, but if someone could PM me or reply to this (If allowed [not even sure this is allowed]) the steps to take, I would greatly appreciate it as I cannot for the life of me find any answers anywhere else.

Thank you all
Title: Re: RELEASE — Blue Planet
Post by: General Battuta on December 14, 2020, 02:47:29 pm
Man we should probably update those install instructions, huh?
Title: Re: RELEASE — Blue Planet
Post by: TechnoD11 on December 16, 2020, 11:46:19 am
Man we should probably update those install instructions, huh?

Yea, they're getting a little long in the tooth  :p
I mean, there's even an IRC link at the bottom...does anyone even use that anymore, or are we all on Discord now :nod:
Title: Re: RELEASE — Blue Planet
Post by: StoBo on March 06, 2021, 04:42:59 am
I hope I'm not overlooking something obvious but I'm having trouble with Blue Planet on Linux. I'm running via the latest version of knossos downloaded from github, on a laptop running Ubuntu 20.04.2 with an 1920x1080 screen.

At this resolution the window gets pushed down under the taskbar at the top of the screen, so that the bottom 30 or so pixels are completely cut off, and under my bottom taskbar so that when I swing my mouse all the way down the taskbar takes the focus away from the game window. Obviously that makes flying around impossible.

I don't get this problem running FS2 retail, or the Freespace Port, or any other fan campaign I've tried. Just Blue Planet.

Does anyone know how to fix this?
Title: Re: RELEASE — Blue Planet
Post by: praseodym on March 06, 2021, 06:03:45 am
Running in Window mode? Go to FS2 setting before starting BP and untick any window mode
Title: Re: RELEASE — Blue Planet
Post by: StoBo on March 06, 2021, 07:26:03 am
I have "windowed mode" and "fullscreen window" both off.